Abstract
Location-based games introduce an element that is missing in interactive console games: movements of players involving locomotion and thereby the physical effort characteristic of any sportive activity. The paper explores how to design location-based games combining locomotion with strategic reasoning by using classical board games as templates. It is shown that the straightforward approach to “spatialize” such games fails. A generic approach to spatialization is presented and described within a conceptual framework that defines a large class of geogames. The framework is complemented by a software tool allowing the game designer to find the critical parameter values which determine the game’s balance of reasoning skills and motoric skills. In order to illustrate the design method, a location-based version of the game TicTacToe is defined and analyzed.
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Schlieder, C., Kiefer, P., Matyas, S. (2005). Geogames: A Conceptual Framework and Tool for the Design of Location-Based Games from Classic Board Games. In: Maybury, M., Stock, O., Wahlster, W. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2005. Lecture Notes in Computer Science(), vol 3814. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11590323_17
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DOI: https://doi.org/10.1007/11590323_17
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-30509-5
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